8 research outputs found

    Mimesis : Interactive interface for mass-interaction modeling

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    International audienceWhile 3D graphics software and 3D shapes modeling developed considerably, there is still a need for integrated physics-based tools. This would ideally require an integrated, coherent, usable, generic, physical modeling formalism, and a dedicated software, preferably to a collection of one shot models or animation techniques. This article introduces MIMESIS, a end-user software based on mass-interaction modeling. In MIMESIS, the mass-interaction paradigm (and, more generally, animation) is the core of the creation process at hand. It joins together a comprehensible, user-friendly modeler, various simulators, various coating means for visualizing synthesized movements and a growing set of pedagogical examples and library of models

    Implantation temps réel sur GPU d'un écran d'épingles dynamique

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    Actes: http://liris.cnrs.fr/publis/?id=4183National audienceCet article présente une implantation temps réel sur processeur graphique de la méthode dite de l’écran d’épingles dynamique inspiré de la méthode de gravure d’Alexandre Alexeïeff. Cette méthode initialement, proposée par [HL02] et fondée sur un formalisme masses- interactions, était trop coûteuse pour pouvoir s’insérer dans une application interactive. Cet article résout ce frein majeur à l’exploration des possibilités dynamiques de la méthode. Il présente alors un certain nombre d’applications obtenues en temps-réel : (1) la visualisation de modèles particulaires simulés sur une machine amont en temps réel ou en temps différé, (2) l’utilisation de l’écran d’épingles dynamique comme modèle physique pour des scènes 3D complexes, (3) une gravure directe par l’intermédiaire de la souris

    Enaction and Visual Arts : Towards Dynamic Instrumental Visual Arts

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    International audienceThis paper is a theoretical paper that presents how the concept of Enaction, centerd on action and interaction paradigm, coupled with the new properties of the contemporary computer tools is able to provoke deep changes in arts. It examines how this concept accompanies the historical trends in Musical, Visual and Choreographic Arts. It enumerates the new correlated fundamental questions, scientific as well as artistic, the author identifies. After that, it focuses on Dynamic Visual Arts, trying to elicit the revolution brought by these deep conceptual and technological changes. It assumes that the contemporary conditions shift the art of visual motion from a ''Kinema'' to a ''Dyname'', allowing artists ''to play images'' as ''to play violin'', and that this shift could not appear before our era. It illustrates these new historical possibilities by some examples developed by the scientific and artistic works of the author and her co- workers. In conclusion, it assumes that this shift could open the door to a new genuine connection between arts that believed to cooperate but that remained separated during ages: music, dance and animation. This possible new ALLIANCE could lead the society to consider a new type of arts, we want to call ''Dynamic Instrumental Arts'', which will be really multisensorial: simultaneously Musical, Gestural and Visual

    Artistic creation and computer interactive multisensory simulation force feedback gesture transducers

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    International audienceThe team built up from 1976 with fundamental aims motivated by the computer entering in several fields of artistic creation. The deep mutation represented by the computer, regarding the technology history, required a new and fundamental analysis of the role of the material tools in artistic creation as well as the role of the computer itself as tool. New concepts and theories were necessary that cannot be simply deduced from the previous. The computer was then envisaged to introduce explicitly a new mediation level in the creation process, through the paradigm of the interactive and multisensory simulation (IMS) of physical objects. This principle and its correlated techniques are the core of the computer creation tool envisaged. The higher level functionality being built from this base

    MIMESIS, un environnement de conception et de simulation de modèles physiques particulaires masses-interactions CORDIS-ANIMA pour l'animation : du mouvement généré à l'image du mouvement

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    This thesis deals with the design of a computer framework dedicaced to animation by the physical mass-interaction CORDIS-ANIMA networks. Genericity and modularity of CORDIS-ANIMA having been still largely proved, the design and the implementation of such framework have to face with other theorical and practical problems that are discussed here in order to include every function that are required for an interactive creation of models and the communication inside a global chain of production of animated pictures. This thesis ends on the report of various situation of use in pedagogical, research and creation contexts.Cette thèse a pour objet la conception d’un environnement pour l’animation à l’aide de réseaux masses–interactions CORDIS-ANIMA. La généricité et la modularité de CORDIS-ANIMA ayant largement prouvé leur intérêt pour l’animation depuis 25 ans, la conception et l’implantation d’un environnement de conception de tels modèles doivent faire face à d’autres problématiques théoriques et pratiques qui seront discutées dans ce manuscrit, dans le but d’inclure dans cet environnement toutes les fonctionnalités requises pour une création interactive de modèles de mouvement et leur insertion dans une chaîne globale de production d’images animées. Cette thèse se terminera par le compte-rendu de situations d’utilisation dans un cadre pédagogique, de recherche et de création

    MaxControl: ein objektorientiertes Werkzeug zur automatischen Erstellung von 3D-Computeranimationsfilmen und dessen Integration in eine professionelle 3D-Animationssoftware

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    Durch die wachsende Computerleistung können 3D-Computeranimationen sehr komplexe Szenen mit ebenso komplexen zeitlichen Abläufen animiert darstellen. Jedoch ist neben der Erstellung einer komplexen Szene auch deren Animation entsprechend aufwendig, wenn keine Automatisierungen genutzt werden können. Das in dieser Arbeit entwickelte Werkzeug MaxControl ist ein System zur automatischen Animation von nicht-interaktiven 3D-Animationsfilmen. Dies wird durch die Simulation von Verhaltensweisen erreicht, die den 3D-Objekten zugewiesen werden

    Dynamic Particle Coating

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    International audiencePhysically-based particle models are used by an increasing community of computer graphics researchers and users in order to produce a large variety of dynamic motions. Among all of the methods dedicated to the coating of point models, the implicit surface method has proven to be one of the most powerful. However, for the visualization of a wide variety of objects ranging from smoke to solids, the time-independent coating of traditional implicit surfaces appears to be dynamically too poor and restrictive. We propose a generalization of classic implicit surfaces which are able to produce a larger variety of particle coatings, from rigid solids to highly deformable objects and even wave propagation and fluid flow coatings, thus handling all these disparate categories with the same paradigm. The method consists of extracting the coating from a field function which is not predetermined but calculated as the modulation of a dynamic discrete medium by particles. For these reasons, the coating behaviors present higher-order dynamic behaviors closely correlated with the dynamics of skeleton particles

    A Real-time Implementation of the Dynamic Particle Coating Method on a GPU Architecture

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    Session: Physical InteractionInternational audienceThis paper deals with a real-time implementation on graphic processor of the dynamic particle coating method (DPCM) founded on a mass-interaction formalism. When this method was proposed, it was too much time-consuming to be inserted in an interactive application. This paper solves this major drawback. Our real-time implementation allows inserting this method in a real-time simulation chain composed of a haptic device, an upstream mass-interaction model that interacts with the user through this device and the new real-time implementation of the DPCM method to visualize this model
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